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About This Game

15 years ago the first gate opened to the world. No one knows why they appeared, or the full ramifications of their appearance but a few things are known. 1. All gates open to different worlds containing many mysterious creatures and objects. These locations seem straight from fantasy novels and may actually connect to or reference actual places. 2. All gates contain a mysterious energy that is generally agreed to be called 'Mana'. Mana seems to be absorbed by everything exposed to it causing a litany of different effects. But mana is antithetical to modern technology. 3. When the mana level outside of a gate matches the mana level inside of the gate, the gate opens allowing the creatures held within the gate to escape. 4. The creatures and objects from inside the gate can only seem to be affected by things that also possess mana. This can range from objects or living beings. 5. Adventurers, people who have positively absorbed mana from gate crashes, are the only ones who can deal with the monsters of the gates and seem to be the only ones to enter an active gate. Since then, guilds of these adventurers have formed to respond to the discovery of gates in order to resolve the dangers of the world.

Game System

D&D 5e
  1. What's new in this game
  2. Laura "Panthera" Smith Panthera is the daughter of the Bama Bear and in the top 10 of the most dangerous adventurers of the United States, if not the Western hemisphere. She's argued in the top 20 of the world, but still can't claim the ability of being in the top 10 of the world like her father can.
  3. William 'Bill' "The 'Bama Bear" Smith The 'Bama Bear' has made several names for himself and adventurers in general. He has grown to nearly 7ft tall and is proportioned like a bodybuilder. The Bama Bear is known for having a solid set of rules that he lives by, and has proven to kill or die by as well. While he has shown himself to be proficient with several weapons, the Bear prefers to fight unarmed. It's rumored that the Bear is actually a shapeshifter who can turn into a 'bearlike human'. This is just rumored because no videos or pictures exist and those who were said to encounter it firsthand did not survive the encounter. The Bama Bear's daughter is also a well known adventurer.
  4. Guild Master: Rylin Wells Youngest recorded adventurer, awakening at the age of 8 on the first known Gate Crash. She has since joined the Bear's Guild at 18 and left 4 years later to form her own guild. She's still on good terms with both the Bear Guild and Bear. This is her first guild and as such is zoned in a small territory. The hopeful idea is for her to grow in guild recognition to cover the Texas/Oklahoma area.
  5. HP: Either, dice upper average (4 on a d6, 5 on a d8), or straight roll. May luck be in your favor. Languages: Either human languages (Spanish, French, ASL, etc) or Advanced Monstrous languages (draconic, giant, celestial, etc)
  6. Level: 3 Stats: 2D6 + 6, point-buy, or common set stats. Starting Equipment: 300gp, 1 uncommon magic item, 1 *specialty item, starting class/background equipment Race/Classes: Almost all allowed, just make sure it isn't banned. If you're unsure, please feel free to ask. Specialty Item This needs to be something unique to your character. It can be a weapon, armor, ring, mount, whatever. This being said it needs to stand out for your character, something that people might comment on you about. Adventurers are the setting's modern-day celebrities. Many will have something that helps them stand out. The item should be of uncommon rarity or less, or of equivalent value. 'James the Crimson' specialty item - Mythril chain shirt that has been dyed deep crimson, looted from a hobgoblin gang boss. 'William ShadowStep' specialty item - Cloak of Elvenkind dyed deep black and makes him seem to blend with every shadow near him. "Sara of Sunlight" specialty item - circlet of blasting, looking of woven white gold "Carl, the a-hole" specialty item - wand of web - looks like a rapier hilt made of spiderweb.
  7. Anything that is mana-enhanced is practically immune to ordinary damage. This makes your magical cloth armor immune to most weapon attacks in the ordinary world and why there's a HUGE demand for even the most mundane things from a Gate trip. That said, the argument of 'why don't we modernize gate items for our adventurers' is harmed by how modernized our equipment is. To mass produce the weapons we need with the precision we need, requires quite a few machines to 'touch' the bullets. And each of those machines must be mana-enhanced. And any machine used to maintain the quality of those items must also be mana-enhanced. And while new gates showing is common, storing the amount of metal needed to make modern machines and keep the quality is often seen as inefficient especially when a Smith with a magical hammer and a good forge could make working weapons and armor of medieval quality with relatively no extra expenses. That being said, many home-made ammo enthusiasts and several military organizations have managed to craft modern ammo for the more commonly used weapons and are often used by cops or the military. But this means that most individuals on the ground only have a single clip, or at most two, to deal with gate crashes.
  8. Money Money in this setting is HARD to judge. Usually, 1 silver equals about 1 dollar, this isn't consistent across the board though, and will be subject to change and exchanges. Gold pieces may be provided by slain enemies, but more often Gates will have rewards based on certain things requested to be harvested. 'We're looking for metal, or crystal, or plant matter, etc.' Party members taking time to loot for correct items can improve money investment. Semi-Auto Pistol Weapon Firearm, modern, martial weapon, ranged weapon 3 lb. 2d6 piercing - ammunition (50/150 ft.), reload (15 shots) Range A weapon that can be used to make a ranged attack has a range shown in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon's normal range in feet, and the second indicates the weapon's maximum range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can't attack a target beyond the weapon's long range. Ammunition You can use a weapon that has the ammunition property to make a ranged attack only if you have ammunition to fire from the weapon. Each time you attack with the weapon, you expend one piece of ammunition. Drawing the ammunition from a quiver, case, or other container is part of the attack. Loading a one-handed weapon requires a free hand. The ammunition of a firearm is destroyed upon use. If you use a weapon that has the ammunition property to make a melee attack, you treat the weapon as an improvised weapon. A sling must be loaded to deal any damage when used in this way. Reload A limited number of shots can be made with a weapon that has the reload property. A character must then reload it using an action or a bonus action (the character's choice). Rifle Weapon Firearm, modern, martial weapon, ranged weapon 8 lb. 2d8 piercing - ammunition (80/240 ft.), burst fire, reload (30 shots), two-handed Range A weapon that can be used to make a ranged attack has a range shown in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon's normal range in feet, and the second indicates the weapon's maximum range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can't attack a target beyond the weapon's long range. Ammunition You can use a weapon that has the ammunition property to make a ranged attack only if you have ammunition to fire from the weapon. Each time you attack with the weapon, you expend one piece of ammunition. Drawing the ammunition from a quiver, case, or other container is part of the attack. Loading a one-handed weapon requires a free hand. The ammunition of a firearm is destroyed upon use. If you use a weapon that has the ammunition property to make a melee attack, you treat the weapon as an improvised weapon. A sling must be loaded to deal any damage when used in this way. Burst Fire A weapon that has the burst fire property can make a single-target attack, or it can spray a 10-foot-cube area within normal range with shots. Each creature in the area must succeed on a DC 15 Dexterity saving throw or take the weapon's normal damage. This action uses ten pieces of ammunition. Reload A limited number of shots can be made with a weapon that has the reload property. A character must then reload it using an action or a bonus action (the character's choice). Two-Handed This weapon requires two hands to use. This property is relevant only when you attack with the weapon, not when you simply hold it. Hunting Rifle Weapon Firearm, modern, martial weapon, ranged weapon 8 lb. 2d10 piercing - ammunition (80/240 ft.), reload (5 shots), two-handed Range A weapon that can be used to make a ranged attack has a range shown in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon's normal range in feet, and the second indicates the weapon's maximum range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can't attack a target beyond the weapon's long range. Ammunition You can use a weapon that has the ammunition property to make a ranged attack only if you have ammunition to fire from the weapon. Each time you attack with the weapon, you expend one piece of ammunition. Drawing the ammunition from a quiver, case, or other container is part of the attack. Loading a one-handed weapon requires a free hand. The ammunition of a firearm is destroyed upon use. If you use a weapon that has the ammunition property to make a melee attack, you treat the weapon as an improvised weapon. A sling must be loaded to deal any damage when used in this way. Reload A limited number of shots can be made with a weapon that has the reload property. A character must then reload it using an action or a bonus action (the character's choice). Two-Handed This weapon requires two hands to use. This property is relevant only when you attack with the weapon, not when you simply hold it. Ammunition Medieval Ammo is at the price in the book. Modern Ammo is at ~1 gp per bullet, So $10 per bullet, or around $150 per clip.
  9. So to make things typically easier, I won't be paying TOO much attention to weight, most people don't, but there is actually an in game reason behind this. In the setting of Gate Crash, the 'average human' stats are considered 6. 4 being weak, 8 being peak. This means that your average wizard with an 8 strength and an 18 int can read through ancient tomes and crack mystical codes in hours because they are literally just that much smarter than the average person. In turn, a wizard can hold their own physically against an Olympian athlete in carrying capacity and lifting capacity. This means any character can lift and carry any other character... just not necessarily that person's gear. Adamantine armor is like wearing a car. Second note, Adventurers are mana-enhanced. This means that they can't be injured by most 'non-mana' events. You are still subjected to physics, but if you get thrown through a few walls, you will come back fine. Most of your injuries would actually come from the impact causing you to accidentally hit yourself. This means that out of the gate, Adventurers are considered basically demi-gods, and the general belief that these gates existed once before and they are the origin of our gods and monsters is a highly argued debate.
  10. No backgrounds that provide feats. They aren't balanced off of other feats and don't work outside of their particular setting. No races that don't fit 'humanoid' descriptions. While I don't mind roleplaying the more bestial races as 'shifters' and needing an action to activate their special features. Or having the non-bestial races like elves, goliaths, and dwarves being hand-waved. I'm not going to try and figure out an in-game reason for how you suddenly grew a second pair of legs. No Artificer. One of the key points of this setting is that magic and technology DON'T work together. The class that blatantly ignores that rule is banned.
  11. While D&D doesn't have your typical modern background, many can easily be associated with something in the modern day. City Guard can be a cop, Entertainer can be an influencer or movie actor, Hermit can range from isolated researcher to armchair NEET. These backgrounds will give you access to proficiency in 'non'-d&d skills, abilities, and weapons. For instance, a sage, scientist, and hermit with the right explanation can be considered proficient in any computer-based skill. Meanwhile, backgrounds like Soldier, Urban Bounty Hunter, and Investigator will turn firearms into a martial weapon category, allowing fighters, barbarians, and rangers to use them without hesitation. Finally: No use of enhanced setting-specific backgrounds. No lorehold or witherbloom backgrounds for example. If you're unsure, contact me.
  12. Thaumaturge Bloodline Some claim that you must be born of magic, gifted magic, or study magic in order to cast spells. Your fellow sorcerers all trace their lineage back to some great demon, dragon, fey, or celestial being. But you, you are different. Your magic comes from personal sacrifice in a way that they don’t understand. Your magic came from a moment of need, a moment of need so great that you were willing to burn your blood, your body, for the minuscule pieces of magic that reside in all living things. While that moment of need has passed, you have permanently stepped through the threshold into being a person of magic. Body of Magic You know more than others that your body is a source of magic. You draw upon your own body in ways that others don’t have the will or endurance to match. Starting at 1st level you may use your Con instead of Cha for your casting modifier. Burning your Blood From 1st level on, you may cause your body physical injury to recover spells. As a bonus action, you may roll up to your level of hit dice. The sorcerer then takes the damage rolled. If the sorcerer is still conscious, they can recover their spells in the following way. 1 Hit Die rolled = 1 1st level spell 2 Hit Die rolled = 2 1st level spells, or 1 2nd level spell 3 Hit dice rolled = 3 1st level spells, 1 2nd level spell and 1 1st level spell, or 1 3rd level spell And so on. The sorcerer may only spend up to their level of hit dice. This ability can only be done a number of times per day equal to ½ their constitution bonus rounded down. You regain this ability after a long rest.If Burning Blood would render you unconscious, you are counted as automatically stabilized. Hardy At level 6, you gain the tough feat. Additionally, when you are successfully stabilized while dying, you regain hit points equal to your constitution modifier (minimum of 1) Blood Calls for Blood Starting at 14th level, your attack spells add your Constitution modifier to damage. Battleborn Body At 18th level, your blood has turned magically caustic. When you are hit by a melee attack, you can use your reaction to deal acid damage to the attacker. The damage is equal to your sorcerer level. The attacker must also make a Strength saving throw against your sorcerer spell save DC. On a failed save, the attacker is pushed in a straight line up to 20 feet away from you.
  13. Subclass 3: The Awakened Monk The Path of the Awakened The Awakened Monk is one who has started to find true balance between their mind and soul. These monks radiate impressive energies with their ki and make devastating blows with their attacks. Yin Yang Strike (3) The Monk chooses the signs of their yin and yang (poison/acid, thunder/lightning, radiant/necrotic, fire/cold) when they gain this feature, this will not change as they level. At the start of each day they choose either their yin or yang power. For the rest of the day, the monk may deal an additional 1d4 of their chosen element with each strike. Balanced Mind At third level your soul and mind are at ease. You no longer have to sleep, and instead may meditate for half your usual rest period. Wholeness of Body (6) At 6th level: You gain the ability to heal yourself. As an action, you can regain hitpoints equal to three times your monk level. You must finish a long rest to use this feature again. Tranquility (11) At 11th level, you can enter a special meditation that surrounds you with an aura of peace. At the end of a long rest, you gain the effect of a sanctuary spell that lasts until the start of your next long rest (the spell can end earl as per normal). The saving throw DC for the spell is 8+ your wisdom modifier + your proficiency bonus Awakened Body (17) At 17th level you gain resistance to bludgeoning, piercing, and slashing damage, as well as resistance to your counter element (ice if you chose fire, radiant if you chose necrotic, etc).
  14. Subclass 2: Unseen Fist The Way of the Unseen Fist The monks of the Way of the Unseen fist learn to channel their life energy into nearly imperceptible bolts of force. They teach ways to move and attack that seem unnatural to those around them. The Extended Fist (3) Starting when you choose this tradition at 3rd level, you can hurl bolts of magical force. You gain a new attack option that you can use with the attack action. The special attack is a ranged spell attack with a range of 30ft. You are proficient with it, and you add your Dexterity modifier to its attack and damage rolls. Its damage is force, and its damage die is equal to your unarmed strike. The Extended Palm (6) At 6th level, your Deflect Missiles ability now increases to cover all allies within a 15ft radius. Superior Mobility (11) At 11th level, your walking speed increases by 10 feet. If you have a climbing, swimming, or flight speed, this increase applies to that speed as well. Master of a Thousand Strikes (17) Starting at level 17, your mastery of your martial arts lets you turn failure into success in combat. If you miss with an attack roll, you can roll it again with advantage. Once you do, you can’t use this feature again until you finish a short or long rest.
  15. Subclass 1: Drunken Master The way of the Drunken Master The way of the Drunken Master teaches its students to move with the jerky, unpredictable movement of a drunkard. A drunken master sways, tottering on unsteady feet, to present what seems like an incompetent combatant who proves frustrating to engage. The drunken master’s erratic stumbles conceal a carefully executed dance of blocks, parries, advances, attacks, and retreats. A drunken master often enjoys playing the fool to bring gladness to the despondent or to demonstrate humility to the arrogant, but when battle is joined, the drunken master can be a maddening, masterful foe. Bonus Proficiencies (3) When you choose this tradition at 3rd level, you gain proficiency in the performance skill if you don’t already have it. Your martial arts technique mixes combat training with the precision of a dancer and the antics of a jester. You also gain proficiency with brewer’s supplies if you don’t already have it. Drunken Stumble At third level, If you give up your move and bonus actions for the turn, you can give opponents in melee disadvantage to attacks against you. Drunken Reprisal (6) When you take damage from a creature that is in melee with you, you can use your reaction to use their attack to strike back at them. The creature that dealt damage to you must make a Strength saving throw (DC equals 8 + your proficiency bonus + your wisdom modifier). On a failed save, the creature takes 2d8 bludgeoning damage. On a successful save, the creature takes half as much damage. You can use this reaction a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest. Drunkard’s Luck (11) Starting at 11th level, you always seem lucky at the right moment. Either give yourself advantage, or cancel disadvantage on ability check, attack roll, or saving throw rolls. You can do this a number of times per day equal to your wisdom modifier. You regain expended uses with a short rest. Dropping To His Level (17) At level 17, when you hit a creature with an attack, you can use your reaction to make the creature make a Strength saving throw. On a failed save, you can choose to either disarm the creature or knock it prone.
  16. Hit Points Hit Dice: 1d10 Hit Points at 1st level: 10 + your Constitution Modifier Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per Monk level after 1st. Proficiencies Armor: none Weapons: Simple Weapons, Short Swords Tools: Any one type of artisan tools, any one type of instrument or gaming tool of your choice. Saving Throws: Strength, Dexterity Skills: Choose 2 from Acrobatics, Athletics, History, Insight, Religion, and Stealth Starting Equipment You start with the following items, plus anything provided by your background. A shortsword, or any simple weapon A quarterstaff, or a sickle A dungeoneer’s pack, or an explorer’s pack 10 darts Alternatively, you may start with 2d4 x 10 gp to buy your own equipment. Multiclassing Ability Score Minimum: Dexterity 13, Wisdom 13 When you gain a level in a class other than your first, you gain only some of that class's starting proficiencies. Weapons: Simple Weapons, Shortswords, ~~~ 1 Unarmored Defense Beginning at 1st level, while you are wearing no armor and not wielding a shield, your AC equals 10 + your Dexterity modifier + your Wisdom modifier. Martial Arts Your practice of martial arts gives you mastery of combat styles that use unarmed strikes and monk weapons, which are shortswords and any simple melee weapons that don’t have the two handed or heavy property. You gain the following benefits while you are unarmed or wielding only monk weapons and you aren’t wearing armor or wielding a shield. You can use Dexterity instead of Strength for the attack and damage rolls of your unarmed strikes and monk weapons. When you take the attack action and attack with a monk weapon or unarmed strike, you can make an additional attack against the same target with a second unarmed or monk weapon attack a number of times per day equal to your proficiency modifier. This refreshes after a short or long rest. (Felt powerful, equated to proficiency mod.) Your unarmed strikes can deal bludgeoning damage equal to 1d6 + your combat modifier on a hit. If you aren’t wielding any weapons or shields when you make the attack roll, the d6 becomes a d8. At the start of each of your turns, you can deal 1d4 bludgeoning damage to one creature grappled by you. ~~~ 2 Danger Sense At 2nd level, you gain an uncanny sense of when things nearby aren’t as they should be, giving you an edge when you dodge away from danger. You have advantage on Dexterity saving throws against effects that you can see, such as traps and spells. To gain this benefit, you can’t be blinded, deafened, or incapacitated. Cunning Action Starting at 2nd level, your quick thinking and agility allow you to move and act quickly. You can take a bonus action on each of your turns in combat. This action can be used only to take the Dash, Disengage, or Hide action. ~~~3 Deflect Missiles Starting at 3rd level, you can use your reaction to deflect or catch the missile when you are hit by a ranged weapon attack. When you do so, the damage you take from the attack is reduced by 1d10 + your Dexterity modifier + your monk level If you reduce the damage to 0, you can catch the missile if it is small enough to hold in one hand and you have at least one hand free. If you catch a missile this way, you may treat the weapon or ammunition as a dart, and make an attack with it as a part of the reaction. [1d4 Piercing - finesse, thrown (20/60ft)] Monastic Tradition When you reach 3rd level, you commit yourself to a monastic tradition, chosen from the list of available traditions. Your tradition gains you features at 3rd level and again at 6th, 11th, and 17th level. Body of Will At 3rd level, you may use the higher of either Constitution or Wisdom for the purposes of determining HP. ~~~4 Ability Score Improvement When you reach 4th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature. If your DM allows the use of feats, you may instead take a feat. Slow Fall Beginning at 4th level, you can use your reaction when you fall to reduce any falling damage you take by an amount equal to 5 times your monk level. ~~~5 Extra Attack Beginning at 5th level, you gain an extra attack when taking the attack action. Stunning Strike Starting at 5th level, you can interfere with the flow of ki in an opponent's body. When you hit another creature with an unarmed or melee attack, you can attempt a stunning strike. The target must succeed on a constitution saving throw or be stunned until the end of your next turn. You may attempt a stunning strike equal to your proficiency bonus. Your attempts recharge with a short or long rest. ~~~6 Ki-Empowered Strikes Starting at 6th level, your unarmed strikes count as magical for the purposes of overcoming resistances and immunity to nonmagical attacks and damage. Monastic Tradition Feature 6th, 11th, 17th level ~~~7 Evasion At 7th level you can nimbly out of the way of certain area effects, such as a red dragon’s fiery breath or a spell. When you are subjected to an effect that allows you to make a saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail. Stillness of Mind Starting at 7th level, you can use your action to end one effect on yourself that is causing you to be charmed or frightened ~~~8 Ability Score Improvement When you reach 8th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature. ~~~9 Improved Unarmored Movement At 9th level, you gain the ability to move along vertical surfaces and across liquids on your turn without falling during the move. ~~~10 Purity of Body At 10th level your mastery of ki now makes you immune to disease and poison. ~~~11 Monastic Tradition Feature 6th, 11th, 17th level ~~~12 Ability Score Improvement When you reach 12th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature. ~~~13 Hardened Body Starting at 13th level, your intuitive control of ki improves your offensive and defensive capabilities. Add your wisdom modifier to damage rolls made with monk weapons and unarmed attacks, and if you are wielding a monk weapon or unarmed in both hands, you are treated as if you are carrying a shield (+1 to AC). ~~~14 Diamond Soul Beginning at 14th level, your mastery of ki grants you proficiency in all saving throws. Additionally, whenever you make a saving throw and fail, you may reroll it to take the second result. You may only reroll saving throws a number of times equal to your proficiency modifier. This refreshes after a long rest. ~~~15 Timeless Body At 15th level, your ki sustains you so that you suffer none of the frailty of old age, and you can’t be aged magically. You can still die of old age, however. In addition, you no longer need food or water. ~~~16 Ability Score Improvement When you reach 16th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature. ~~~17 Monastic Tradition Feature 6th, 11th, 17th level ~~~18 Elusive Beginning at 18th level, you are so evasive that attackers rarely gain the upper hand against you. No attack roll has advantage against you while you aren’t incapacitated. ~~~19 Ability Score Improvement When you reach 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature. ~~~20 Perfect Self At 20th level your max ability score changes from 20 to 24. You gain +4 to one stat, or +2 to two states, or +1 to 4 stats.
  17. Going to miss the filler session? That's okay. Want to post your 'roleplay reason' for missing it? Post it here.
  18. Post out of character conversations and topics here!
  19. General lore on adventurers.
  20. While most reports are filled out forms with a series of check marks, this area is used to allow members to post their experiences so others may learn and adapt from them. Dealt with someone outside of the gate we need to know about? Write your history with them here. Found a puzzle in a gate that you think others would have failed? Tell us how to solve it here. (Group Journal)
  21. The people you have encountered that you feel have significance in the setting.
  22.  
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